前面介绍了3D坐标系统和3D坐标变换以及在OpenGL ES中坐标变换的过程,并与相机拍照片的过程做类比,以便更好的理解这OpenGL中构造3D模型的一部步骤:
提供绘制一个迷你太阳系系统作为前面知识的总结,这个迷你太阳系,有一个红色的太阳,一个蓝色的地图和一个白色的月亮构成:
- 太阳居中,逆时针自转。
- 地球绕太阳顺时针公转,本身不自转。
- 月亮绕地球顺时针公转,自身逆时针自转。
为简单起见,使用一个2D五角星做为天体而没有使用球体(绘制球体在后面有介绍),构造一个Star类:
public class Star { // Our vertices. protected float vertices[]; // Our vertex buffer. protected FloatBuffer vertexBuffer; public Star() { float a=(float)(1.0f/(2.0f-2f*Math.cos(72f*Math.PI/180.f))); float bx=(float)(a*Math.cos(18*Math.PI/180.0f)); float by=(float)(a*Math.sin(18*Math.PI/180f)); float cy=(float)(-a * Math.cos(18*Math.PI/180f)); vertices=new float[]{ 0,a,0.5f,cy,-bx,by,bx,by,-0.5f,cy }; ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); } /** * This function draws our star on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); // Enabled the vertices buffer for writing //and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); // Specifies the location and data format of //an array of vertex // coordinates to use when rendering. gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawArrays(GL10.GL_LINE_LOOP, 0,5); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } }
Star定义了五角星的五个顶点,并使用glDrawArrays 来绘制五角星,因此vertices 顶点的顺序比较重要。
然后定义一个DrawSolarSystem 来绘制这个迷你太阳系:
public class DrawSolarSystem extends OpenGLESActivity implements IOpenGLDemo{ private Star sun=new Star(); private Star earth=new Star(); private Star moon=new Star(); private int angle=0; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); } public void DrawScene(GL10 gl) { super.DrawScene(gl); gl.glLoadIdentity(); GLU.gluLookAt(gl,0.0f, 0.0f, 15.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // Star A // Save the current matrix. gl.glPushMatrix(); // Rotate Star A counter-clockwise. gl.glRotatef(angle, 0, 0, 1); gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); // Draw Star A. sun.draw(gl); // Restore the last matrix. gl.glPopMatrix(); // Star B // Save the current matrix gl.glPushMatrix(); // Rotate Star B before moving it, //making it rotate around A. gl.glRotatef(-angle, 0, 0, 1); // Move Star B. gl.glTranslatef(3, 0, 0); // Scale it to 50% of Star A gl.glScalef(.5f, .5f, .5f); gl.glColor4f(0.0f, 0.0f, 1.0f, 1.0f); // Draw Star B. earth.draw(gl); // Star C // Save the current matrix gl.glPushMatrix(); // Make the rotation around B gl.glRotatef(-angle, 0, 0, 1); gl.glTranslatef(2, 0, 0); // Scale it to 50% of Star B gl.glScalef(.5f, .5f, .5f); // Rotate around it's own center. gl.glRotatef(angle*10, 0, 0, 1); gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f); // Draw Star C. moon.draw(gl); // Restore to the matrix as it was before C. gl.glPopMatrix(); // Restore to the matrix as it was before B. gl.glPopMatrix(); // Increse the angle. angle++; } }
使用GLU的gluLookAt 来定义modelview Matrix ,把相机放在正对太阳中心(0,0,0),距离15 (0,0,15)。
使用glPushMatrix和glPopMatrix 来将当前Matrix入栈或是出栈。
首先将当前matrix 入栈,以红色绘制太阳,并逆向转动,将当前matrix 入栈的目的是在能够在绘制地球时恢复当前栈。
然后绘制地球,使用局部坐标系来想象地球和太阳之间的相对运动,地球离开一距离绕太阳公转,相当于先旋转地球的局部坐标系,然后再平移地球的局部坐标系。对应到代码为先glRotatef ,然后glTranslate.
最后是绘制月亮,使用类似的空间想象方法。
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